<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">

<head>
    <meta
        http-equiv="Content-Type"
        content="text/html; charset=utf-8"
    />
    <title>避免碰撞</title>

    <style>
        html,
        body {
            overflow: hidden;
            width: 100%;
            height: 100%;
            margin: 0;
            padding: 0;
        }

        #renderCanvas {
            width: 100%;
            height: 100%;
            touch-action: none;
        }
    </style>

    <script src="https://cdn.babylonjs.com/babylon.js"></script>
    <!-- 允许您将模型导入到场景中 -->
    <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
    <!-- 允许您使用触摸屏 -->
    <script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
    <!-- earcut算法 -->
    <script src="../../src/earcut.js"></script>
</head>

<body>
    <canvas
        id="renderCanvas"
        touch-action="none"
    ></canvas>
    <!-- 注意browseatouch-action="none"以获得PEPr/canvas调整大小事件的最佳效果 -->


    <script>
        const canvas = document.getElementById("renderCanvas"); //获取canvas元素
        const engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine

        //在这里添加与playground格式匹配的代码
        const createScene = function () {
            const scene = new BABYLON.Scene(engine);//使用引擎
            const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 15, new BABYLON.Vector3(0, 0, 0));//设置摄像机
            camera.attachControl(canvas, true);
            const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0));//设置灯光

            // 创建hitbox材质
            const wireMat = new BABYLON.StandardMaterial("wireMat");
            wireMat.wireframe = true;
            // wireMat.alpha = 0;隐藏透明边框

            const hitBox = BABYLON.MeshBuilder.CreateBox("carbox", { width: 0.5, height: 0.6, depth: 1.5 });
            hitBox.material = wireMat;
            hitBox.position.x = 3.1;
            hitBox.position.y = 0.3;
            hitBox.position.z = -7;

            // 车模型未加载进来时，默认值为false
            let carReady = false;

            // 加载车模型，并且加动画
            BABYLON.SceneLoader.ImportMeshAsync(
                "",
                "https://assets.babylonjs.com/meshes/",
                "car.glb"
            ).then(() => {
                const car = scene.getMeshByName("car");
                carReady = true;
                car.rotation = new BABYLON.Vector3(Math.PI / 2, 0, -Math.PI / 2);
                car.position.y = 0.16;
                car.position.x = -3;
                car.position.z = 8;

                const animCar = new BABYLON.Animation(
                    "carAnimation",
                    "position.z",
                    30,
                    BABYLON.Animation.ANIMATIONTYPE_FLOAT,
                    BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
                );

                const carKeys = [];

                carKeys.push({
                    frame: 0,
                    value: 8
                });
                carKeys.push({
                    frame: 150,
                    value: -7
                });
                carKeys.push({
                    frame: 200,
                    value: -7
                });

                animCar.setKeys(carKeys);

                car.animations = [];
                car.animations.push(animCar);

                scene.beginAnimation(car, 0, 200, true);

                //wheel animation
                const wheelRB = scene.getMeshByName("wheelRB");
                const wheelRF = scene.getMeshByName("wheelRF");
                const wheelLB = scene.getMeshByName("wheelLB");
                const wheelLF = scene.getMeshByName("wheelLF");

                scene.beginAnimation(wheelRB, 0, 30, true);
                scene.beginAnimation(wheelRF, 0, 30, true);
                scene.beginAnimation(wheelLB, 0, 30, true);
                scene.beginAnimation(wheelLF, 0, 30, true);
            });

            // 加载场景
            BABYLON.SceneLoader.ImportMeshAsync("", "../../src/models/", "scene.glb");

            const walk = function (turn, dist) {
                this.turn = turn;
                this.dist = dist;
            }

            const track = [];
            track.push(new walk(180, 2.5));
            track.push(new walk(0, 5));

            // 加载人物Dude模型
            BABYLON.SceneLoader.ImportMeshAsync("him", "../../src/models/dude/", "Dude.babylon", scene).then((result) => {
                var dude = result.meshes[0];
                dude.scaling = new BABYLON.Vector3(0.008, 0.008, 0.008);
                dude.position = new BABYLON.Vector3(1.5, 0, -6.9);
                dude.rotate(BABYLON.Axis.Y, BABYLON.Tools.ToRadians(-90), BABYLON.Space.LOCAL);
                const startRotation = dude.rotationQuaternion.clone();

                scene.beginAnimation(result.skeletons[0], 0, 100, true, 1.0);

                let distance = 0;
                let step = 0.015;
                let p = 0;

                scene.onBeforeRenderObservable.add(() => {
                    // 碰撞判断
                    if (carReady) {
                        if (!dude.getChildren()[1].intersectsMesh(hitBox) && scene.getMeshByName("car").intersectsMesh(hitBox)) {
                            return;
                        }

                    }
                    dude.movePOV(0, 0, step);
                    distance += step;

                    if (distance > track[p].dist) {

                        dude.rotate(BABYLON.Axis.Y, BABYLON.Tools.ToRadians(track[p].turn), BABYLON.Space.LOCAL);
                        p += 1;
                        p %= track.length;
                        if (p === 0) {
                            distance = 0;
                            dude.position = new BABYLON.Vector3(1.5, 0, -6.9);
                            dude.rotationQuaternion = startRotation.clone();
                        }
                    }

                })
            });
            return scene;

        }
        const scene = createScene(); //调用createScene函数

        //注册一个渲染循环来重复渲染场景
        engine.runRenderLoop(function () {
            scene.render();
        });

        // 注意浏览器、画布大小调整事件
        window.addEventListener("resize", function () {
            engine.resize();
        });
    </script>
</body>

</html>